Reeking of saltwater and the pungent smell of recently spoiled seafood, the massive, slick, writhing form of Kraken presents himself in a manner one may expect of a dapper gentleman, were it not for the look of contempt and hunger glistening in his eyes. – Manly Man
Kraken (CR 15)
LE Huge Magical Beast (Archfiend, Boss, Water)
Init +8; Senses Blindsense 120 ft.; Perception +28
AC 30, touch 18, flat-footed 30 (+12 natural, +6 deflection, +4 Dex, -2 size)
hp 528  (16d12+160)
Fort +20 Ref +14 Will +18
Absorb water DR 15/chaotic and silver Immune blind, curse, death effects, disease, frog, mind-affecting, mini, petrification, poison, sap, silence, sleep, stop Resist fire 30 SR 26; Strong Fire
Speed 40 ft., swim 60 ft.
Melee bite +24 (2d6+23 plus 1d6 water), 4 tentacles +22 (1d8+16 plus 1d6 water and grab)
Space 15 ft. Reach 10 ft. (20 ft. with tentacle)
Special Attacks acid droplet, aqualung, catch and release, flash rain, hydrotwister, like a peeled grape, whirlpool
Burst Mode Lifespring
Str 36, Dex 18, Con 30, Int 26, Wis 26 Cha 26
Base Atk +16; CMB +31 (+39 when grappling); CMD 45 (47 vs. grapple)
Feats Improved Initiative, Power Attack (included in the statistics above), Combat Reflexes, Dirty Fighting, Improved Grapple*, Greater Grapple*, Body Shield, Rapid Grappler Multiattack, Throw Anything
*Indicates a bonus feat
Skills Acrobatics +23, Appraise +27, Bluff +27, Diplomacy +27, Escape Artist +11, Handle Animal +15, Heal +15, Intimidate +27, Knowledge (arcana) +34, Knowledge (dungeoneering) +29, Knowledge (engineering) +29, Knowledge (geography) +34, Knowledge (history) +29, Knowledge (local) +29, Knowledge (nature) +34, Knowledge (nobility) +29, Knowledge (planes) +34, Knowledge (religion) +29, Perception +27, Sense Motive +27, Sleight of Hand +14, Spellcraft +27, Stealth +12, Swim +40, Use Magic Device +27
SQ Soul of the Sea, There is no Escape
This Burst Mode lets Kraken bring some of the power of the ocean with him, calling upon it in his times of need. For a number of rounds equal to 1 + 1 round for every four HD, Kraken is treated as being completely submerged in water for the purposes of his soul of the sea ability, whether he actually is submerged or not. His damage reduction becomes DR 20/chaotic and silver, he heals twice as much damage as was dealt when absorbing water damage, and heals 1d6 ability damage, ability burn, and ability drain and 1 negative level for every round he is completely submerged in water. This limit break requires only a swift action to activate.
Acid Droplet (Su)
Kraken can drench a single enemy with acid water within 30 feet for 4d6 points of water damage and inflict them with the Poison status effect for 1d4 rounds unless they make a Fortitude save (DC 20) to negate the status effect. Blue mages may learn this ability as a 2nd level spell (Knowledge: Arcana DC 19).
Kraken can emit a 30-ft.-cone of watery breath. Creatures within the area of effect take 8d6 points of water damage and are inflicted with Silence status (Fort save DC 22 to reduce damage by half and negate the Silence status effect) for 1d6 rounds. Blue mages may learn this ability as a 4th level spell (Knowledge: Arcana DC 23).
Catch and Release (Ex)
When grappling an enemy smaller than himself, as an attack action, Kraken may hurl his grappled enemy as though they were an improvised thrown weapon with a 20 ft. range increment. Medium creatures deal 1d8 + 1.5 times Str modifier in bludgeoning damage to creatures and objects struck, scaling up or down in damage dice as appropriate for their size category; for each category higher, the range increment decreases by 5 feet, and the damage increases as though it were a weapon one size category larger, i.e. Large creatures deal 2d6 + 1.5 Str mod damage and have a 15 ft. range increment, Small creatures deal 1d6 + 1.5 times Str mod damage and have a 25 ft. range increment, and so forth. Creatures thrown take the same damage as the attack dealt to the target. Thrown creatures also take falling damage when thrown, taking 1d6 falling damage for every 10 feet they travel, and an additional 1d6 damage and are dazed for 1 round when striking a solid, immovable object, such as a large rock or a wall. The thrown creature is knocked prone after being thrown, as is the target creature if the attack succeeds. Kraken may hurl all enemies he currently has grappled as a full attack, and at no point do any of his ranged attacks when throwing creatures or objects provoke attacks of opportunity.
Flash Rain (Su)
Once every 1d3 rounds, Kraken can cause a shower of icy cold rain in a flash, hitting all those in a 30-ft.-cone. Those in the area of effect take 10d6 ice and 10d6 water damage, a successful Reflex (DC 26) for half damage. Blue mages may learn this ability as a 8th level spell (Knowledge: Arcana DC 31).
Kraken releases a water drill towards his opponent within 30 ft. The target must make a Fortitude save (DC 22) or be inflicted with both Deprotect and Deshell status effect for 1d4+1 rounds while taking 6d6 points of water damage. If they succeed the save, they negate the status effects. Blue mages may learn this ability as a 4th level spell (Knowledge: Arcana DC 23).
Like a Peeled Grape (Ex)
When grappling one or more creatures in his tentacles, Kraken deals an additional 2d6+16 crushing damage to any creature held in his tentacles upon a successful grapple check. As a full-round action, she may also roll a single grapple check to maintain any and all grapples she is currently making, rolling for each grapple separately.
Soul of the Sea (Ex)
Whenever in water deep enough for him to swim through, Kraken may use all eight of his tentacles to attack and grapple with, rather than four of them. In addition, while completely submerged in water, he gains regeneration 20/chaotic and silver.
There is no Escape (Ex)
Whenever making a successful grapple check, Kraken can pin his enemy as a swift action instead of merely grappling them; the pin is an automatic success.
Kraken awakens a pool of water that roots its target in place within 50 ft. Any creatures within 15 feet-radius of the target take 10d6 points of water damage and are inflicted with Immobilize status effect. All creatures within the area of effect must make a Will save (DC 24) to half the damage and negate the status effect. Blue mages may learn this ability as a 6th level spell (Knowledge: Arcana DC 27).